// Shader uses custom editor to set double sided GI // Needs _Culling to be set properly Shader "Lux URP/Simple Fuzz" { Properties { [HeaderHelpLuxURP_URL(oln7rjvorl9x)] [Header(Surface Options)] [Space(8)] [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 2 [Toggle(_ALPHATEST_ON)] _AlphaClip ("Alpha Clipping", Float) = 0.0 [LuxURPHelpDrawer] _Help ("Enabling Alpha Clipping needs you to enable and assign the Mask Map as well.", Float) = 0.0 _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5 [Enum(Off,0,On,1)]_Coverage (" Alpha To Coverage", Float) = 0 [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 _ShadowOffset ("Shadow Offset", Float) = 1.0 [Header(Fuzz Lighting)] [Space(8)] [Toggle(_SIMPLEFUZZ)] _EnableFuzzyLighting ("Enable Fuzzy Lighting", Float) = 1.0 _FuzzWrap (" Diffuse Wrap", Range(0, 1)) = 0.5 _FuzzStrength (" Fuzz Strength", Range(0, 8)) = 2 _FuzzPower (" Fuzz Power", Range(1, 16)) = 4 _FuzzBias (" Fuzz Bias", Range(0, 1)) = 0 _FuzzAmbient (" Ambient Strength", Range(0, 1)) = 1 [Header(Transmission)] [Space(8)] [Toggle(_SCATTERING)] _UseScattering ("Enable Transmission", Float) = 0.0 _TranslucencyPower (" Power", Range(0.0, 32.0)) = 7.0 _TranslucencyStrength (" Strength", Range(0.0, 1.0)) = 1.0 _ShadowStrength (" Shadow Strength", Range(0.0, 1.0)) = 0.7 _Distortion (" Distortion", Range(0.0, 0.1)) = 0.01 [Header(Surface Inputs)] [Space(8)] [MainColor] _BaseColor ("Color", Color) = (1,1,1,1) [MainTexture] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {} [Space(5)] _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5 _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2) [Space(5)] [Toggle(_NORMALMAP)] _ApplyNormal ("Enable Normal Map", Float) = 0.0 [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {} _BumpScale (" Normal Scale", Float) = 1.0 [Space(5)] [Toggle(_MASKMAP)] _EnableMaskMap ("Enable Mask Map", Float) = 0.0 _MaskMap (" FuzzMask (R) Thickness (G) Occlusion (B) Alpha (A)", 2D) = "white" {} _OcclusionStrength (" Occlusion", Range(0.0, 1.0)) = 1 [Header(Rim Lighting)] [Space(8)] [Toggle(_RIMLIGHTING)] _Rim ("Enable Rim Lighting", Float) = 0 [HDR] _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,1) _RimPower ("Rim Power", Float) = 2 _RimFrequency ("Rim Frequency", Float) = 0 _RimMinPower (" Rim Min Power", Float) = 1 _RimPerPositionFrequency (" Rim Per Position Frequency", Range(0.0, 1.0)) = 1 [Header(Stencil)] [Space(8)] [IntRange] _Stencil ("Stencil Reference", Range (0, 255)) = 0 [IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255 [IntRange] _WriteMask (" Write Mask", Range (0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 8 // always – terrain should be the first thing being rendered anyway [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 0 // 0 = keep, 2 = replace [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail Op", Int) = 0 // 0 = keep [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail Op", Int) = 0 // 0 = keep [Header(Advanced)] [Space(8)] [ToggleOff] _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections ("Environment Reflections", Float) = 1.0 [Space(5)] [Toggle(_RECEIVE_SHADOWS_OFF)] _Shadows ("Disable Receive Shadows", Float) = 0.0 [Header(Render Queue)] [Space(8)] [IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0 // Needed by the inspector [HideInInspector] _Culling ("Culling", Float) = 0.0 [HideInInspector] _AlphaFromMaskMap ("AlphaFromMaskMap", Float) = 1.0 // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff [HideInInspector] _MainTex ("Albedo", 2D) = "white" {} [HideInInspector] _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 100 Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Stencil { Ref [_Stencil] ReadMask [_ReadMask] WriteMask [_WriteMask] Comp [_StencilComp] Pass [_StencilOp] Fail [_StencilFail] ZFail [_StencilZFail] } ZWrite On Cull [_Cull] AlphaToMask [_Coverage] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _SPECULAR_SETUP 1 #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SIMPLEFUZZ #pragma shader_feature_local _MASKMAP // not per fragment! #pragma shader_feature_local_fragment _SCATTERING #pragma shader_feature_local_fragment _RIMLIGHTING #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 // Include base inputs and all other needed "base" includes #include "Includes/Lux URP Simple Fuzz Inputs.hlsl" #pragma vertex LitPassVertex #pragma fragment LitPassFragment //-------------------------------------- // Vertex shader VertexOutput LitPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput; // vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap); #if defined(_MASKMAP) output.uv.zw = TRANSFORM_TEX(input.texcoord, _MaskMap); #endif output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #ifdef _NORMALMAP float sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = float4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; return output; } //-------------------------------------- // Fragment shader and functions inline void InitializeSurfaceData( #if defined(_MASKMAP) float4 uv, #else float2 uv, #endif out SurfaceDescription outSurfaceData) { half4 albedoSmoothness = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); #if defined(_MASKMAP) half4 maskSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv.zw); outSurfaceData.fuzzMask = maskSample.r; outSurfaceData.translucency = maskSample.g; //outSurfaceData.skinMask = SSSAOSample.r; outSurfaceData.occlusion = lerp(1.0h, maskSample.b, _OcclusionStrength); #else outSurfaceData.fuzzMask = 1; outSurfaceData.translucency = 1; outSurfaceData.occlusion = 1; #endif #if defined(_ALPHATEST_ON) && defined(_MASKMAP) outSurfaceData.alpha = Alpha(maskSample.a, 1, _Cutoff); #else outSurfaceData.alpha = 1; #endif outSurfaceData.albedo = albedoSmoothness.rgb * _BaseColor.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; outSurfaceData.smoothness = albedoSmoothness.a * _Smoothness; // Normal Map #if defined (_NORMALMAP) outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); #else outSurfaceData.normalTS = half3(0,0,1); #endif outSurfaceData.emission = 0; } void InitializeInputData(VertexOutput input, half3 normalTS, half facing, out InputData inputData) { inputData = (InputData)0; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif half3 viewDirWS = SafeNormalize(input.viewDirWS); #if defined(_NORMALMAP) || !defined(_COTTONWOOL) normalTS.z *= facing; float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else inputData.normalWS = input.normalWS * facing; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); } half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Get the surface description SurfaceDescription surfaceData; InitializeSurfaceData(input.uv, surfaceData); // Prepare surface data (like bring normal into world space and get missing inputs like gi) InputData inputData; InitializeInputData(input, surfaceData.normalTS, facing, inputData); #if defined(_RIMLIGHTING) half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS) ) ); half power = _RimPower; UNITY_BRANCH if(_RimFrequency > 0 ) { half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h; power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h ); } surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a; #endif // Apply lighting half4 color = LuxURPSimpleFuzzFragmentPBR( inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha, #if defined(_SCATTERING) half4(surfaceData.translucency * _TranslucencyStrength, _TranslucencyPower, _ShadowStrength, _Distortion), #else half4(0,0,0,0), #endif surfaceData.fuzzMask, // Fuzzmask _FuzzPower, _FuzzBias, _FuzzWrap, _FuzzStrength * PI, _FuzzAmbient ); // Add fog color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } // Shadows ----------------------------------------------------- Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull [_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _ALPHATEST_ON // not per fragment #pragma shader_feature_local _MASKMAP // not per fragment //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment // Include base inputs and all other needed "base" includes #include "Includes/Lux URP Simple Fuzz Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" // Shadow caster specific input float3 _LightDirection; VertexOutput ShadowPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) output.uv.xy = TRANSFORM_TEX(input.texcoord, _MaskMap); #endif float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldDir(input.normalOS); output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _ShadowOffset, _LightDirection)); #if UNITY_REVERSED_Z output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #else output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif return output; } half4 ShadowPassFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv).a; clip (mask - _Cutoff); #endif return 0; } ENDHLSL } // Depth ----------------------------------------------------- Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull [_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ALPHATEST_ON // not per fragment #pragma shader_feature_local _MASKMAP // not per fragment //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTHONLYPASS #include "Includes/Lux URP Simple Fuzz Inputs.hlsl" VertexOutput DepthOnlyVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) output.uv.xy = TRANSFORM_TEX(input.texcoord, _MaskMap); #endif output.positionCS = TransformObjectToHClip(input.positionOS.xyz); return output; } half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv.xy).a; clip (mask - _Cutoff); #endif return 0; } ENDHLSL } // Depth Normal --------------------------------------------- // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthNormalVertex #pragma fragment DepthNormalFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ALPHATEST_ON // not per fragment! #pragma shader_feature_local _MASKMAP // not per fragment! //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTHNORMALPASS #include "Includes/Lux URP Simple Fuzz Inputs.hlsl" VertexOutput DepthNormalVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) output.uv.xy = TRANSFORM_TEX(input.texcoord, _MaskMap); #endif output.positionCS = TransformObjectToHClip(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); //input.tangentOS); output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); return output; } half4 DepthNormalFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) && defined(_MASKMAP) half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv.xy).a; clip (mask - _Cutoff); #endif float3 normal = input.normalWS; return float4(PackNormalOctRectEncode(TransformWorldToViewDir(normal, true)), 0.0, 0.0); } ENDHLSL } // Meta ----------------------------------------------------- Pass { Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMeta #define _SPECULAR_SETUP // First include all our custom stuff #include "Includes/Lux URP Simple Fuzz Inputs.hlsl" //-------------------------------------- // Fragment shader and functions inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); outSurfaceData.alpha = 1; outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; outSurfaceData.smoothness = _Smoothness; outSurfaceData.normalTS = half3(0,0,1); outSurfaceData.occlusion = 1; outSurfaceData.emission = 0; outSurfaceData.clearCoatMask = 0; outSurfaceData.clearCoatSmoothness = 0; } // Finally include the meta pass related stuff #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } // End Passes ----------------------------------------------------- } FallBack "Hidden/InternalErrorShader" CustomEditor "LuxURPUniversalCustomShaderGUI" }